d3d11/tests: Port test_scissor() from d3d10core.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2544,6 +2544,211 @@ static void test_private_data(void)
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ok(!refcount, "Test object has %u references left.\n", refcount);
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}
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static void test_scissor(void)
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{
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ID3D11DeviceContext *immediate_context;
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D3D11_SUBRESOURCE_DATA buffer_data;
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ID3D11InputLayout *input_layout;
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D3D11_RASTERIZER_DESC rs_desc;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *backbuffer;
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unsigned int stride, offset;
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ID3D11RasterizerState *rs;
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IDXGISwapChain *swapchain;
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D3D11_RECT scissor_rect;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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D3D11_VIEWPORT vp;
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ID3D11Buffer *vb;
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ULONG refcount;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
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0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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#endif
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0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static const struct
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{
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float x, y;
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}
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quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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return;
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}
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window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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buffer_data.pSysMem = quad;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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rs_desc.FillMode = D3D11_FILL_SOLID;
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rs_desc.CullMode = D3D11_CULL_BACK;
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rs_desc.FrontCounterClockwise = FALSE;
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rs_desc.DepthBias = 0;
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rs_desc.DepthBiasClamp = 0.0f;
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rs_desc.SlopeScaledDepthBias = 0.0f;
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rs_desc.DepthClipEnable = TRUE;
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rs_desc.ScissorEnable = TRUE;
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rs_desc.MultisampleEnable = FALSE;
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rs_desc.AntialiasedLineEnable = FALSE;
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hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &immediate_context);
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ID3D11DeviceContext_IASetInputLayout(immediate_context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(immediate_context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(immediate_context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(immediate_context, 1, &vp);
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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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scissor_rect.bottom = 360;
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ID3D11DeviceContext_RSSetScissorRects(immediate_context, 1, &scissor_rect);
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ID3D11DeviceContext_OMSetRenderTargets(immediate_context, 1, &rtv, NULL);
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ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D11DeviceContext_Draw(immediate_context, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
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ID3D11DeviceContext_RSSetState(immediate_context, rs);
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ID3D11DeviceContext_Draw(immediate_context, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11RasterizerState_Release(rs);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb);
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ID3D11InputLayout_Release(input_layout);
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ID3D11Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
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ID3D11DeviceContext_Release(immediate_context);
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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static void test_il_append_aligned(void)
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{
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ID3D11RenderTargetView *backbuffer_rtv;
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@ -2949,6 +3154,7 @@ START_TEST(d3d11)
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test_create_predicate();
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test_device_removed_reason();
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test_private_data();
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test_scissor();
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test_il_append_aligned();
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test_resource_map();
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}
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